Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Ring of Jumping
uncommon
Faerun
DDHC-KftGV - Reach for the Stars
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.
Wand of Magic Missiles
uncommon
Faerun
DDHC-KftGV - Reach for the Stars
Show
Notes:
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Baba Yaga's Dancing Broom
uncommon
DM Reward
DDHC-KftGV - Reach for the Stars
Show
Notes:
The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don't have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.
Battleaxe +1
uncommon
DDHC-KftGV - Reach for the Stars
Show
Notes:
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Ring of Mind Shielding Ring
uncommon
Faerun
FR-DC-TGT-01 Kobolds Are The Worst Guests!
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Delver. While wearing this ring underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Cloak of Protection
uncommon
Faerun
FR-DC-TGT-02 Those Who Plant
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.
Hidden Message. The cloak’s acorn-shaped clasp marks its wearer as an initiate of the Order of the White Oak. It glows faintly within fifty feet of the grove.
Gem of Brightness
uncommon
FR-DC-TGT-02 Those Who Plant
Show
Notes:
Wondrous Item, Uncommon
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP.
Boots of Elvenkind
uncommon
Faerun
FR-DC-TGT-03 The Show must go on
Show
Notes:
Wondrous Item, Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
These boots are the height of fashion in Esmeltaran.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Ring of Jumping | uncommon | Faerun | DDHC-KftGV - Reach for the Stars | 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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Wand of Magic Missiles | uncommon | Faerun | DDHC-KftGV - Reach for the Stars | Show | ||
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Baba Yaga's Dancing Broom | uncommon | DM Reward | DDHC-KftGV - Reach for the Stars | Show | ||
Notes:
The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate. On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don't have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them. |
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Battleaxe +1 | uncommon | DDHC-KftGV - Reach for the Stars | Show | |||
Notes:
Battleaxe +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Ring of Mind Shielding Ring | uncommon | Faerun | FR-DC-TGT-01 Kobolds Are The Worst Guests! | Show | ||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. Delver. While wearing this ring underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
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Cloak of Protection | uncommon | Faerun | FR-DC-TGT-02 Those Who Plant | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) You gain a +1 bonus to Armor Class and saving throws while you wear this cloak. Hidden Message. The cloak’s acorn-shaped clasp marks its wearer as an initiate of the Order of the White Oak. It glows faintly within fifty feet of the grove. |
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Gem of Brightness | uncommon | FR-DC-TGT-02 Those Who Plant | Show | |||
Notes:
Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP. |
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Boots of Elvenkind | uncommon | Faerun | FR-DC-TGT-03 The Show must go on | Show | ||
Notes:
Wondrous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks. These boots are the height of fashion in Esmeltaran. |