Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Ring of Jumping
uncommon
DDHC-JRC-04 The Fiend of Hollow Mine
Show
Notes:
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.
Dust of Dryness
uncommon
CCC-UK–1 Call of the Elvenflow
Show
Notes:
This hessian pouch contains powdered butternut husks from the hamlet of Buttergroves. As you open the pouch, the mouthwatering aroma of fried fish fills the air around you.
This small packet contains 7 pinches of dust. You can use an Action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an Action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Lantern of Revealing
rare
CCC-CONMAR01-01 Helping Hands
Show
Notes:
While lit, this 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 if 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. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.
Helm of Comprehending Languages
uncommon
DDHC-CM Mazfroth's Mighty Digressions
Show
Notes:
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Chardalyn Earring (Headband of Intellect) (A)
uncommon
DDEP10-01 Terror in Ten Towns
Show
Notes:
This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power.
Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it.
Boots of False Tracks
common
CCC-ARCON01-01 Forest Song
Show
Notes:
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
The boots resize to fit any humanoid.
Immovable Rod
uncommon
CCC-ARCON01-01 Forest Song
Show
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.
Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.
More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Bracers of Archery
uncommon
DDEP10-01 Terror in Ten Towns
DDEP10-01 Terror in Ten Towns
Show
Notes:
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Boots of the winterland
uncommon
DDHC-CM Zikran's Zephyrean Tomes
Trade Log
Show
Notes:
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Jumping | uncommon | DDHC-JRC-04 The Fiend of Hollow Mine | Show | |||
Notes:
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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Dust of Dryness | uncommon | CCC-UK–1 Call of the Elvenflow | Show | |||
Notes:
This hessian pouch contains powdered butternut husks from the hamlet of Buttergroves. As you open the pouch, the mouthwatering aroma of fried fish fills the air around you. This small packet contains 7 pinches of dust. You can use an Action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an Action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. |
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Lantern of Revealing | rare | CCC-CONMAR01-01 Helping Hands | Show | |||
Notes:
While lit, this 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 if 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. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. |
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Helm of Comprehending Languages | uncommon | DDHC-CM Mazfroth's Mighty Digressions | Show | |||
Notes:
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. |
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Chardalyn Earring (Headband of Intellect) (A) | uncommon | DDEP10-01 Terror in Ten Towns | Show | |||
Notes:
This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power. Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it. |
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Boots of False Tracks | common | CCC-ARCON01-01 Forest Song | Show | |||
Notes:
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. The boots resize to fit any humanoid. |
||||||
Immovable Rod | uncommon | CCC-ARCON01-01 Forest Song | Show | |||
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
||||||
Bracers of Archery | uncommon | DDEP10-01 Terror in Ten Towns | DDEP10-01 Terror in Ten Towns | Show | ||
Notes:
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
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Boots of the winterland | uncommon | DDHC-CM Zikran's Zephyrean Tomes | Trade Log | Show | ||
Notes:
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. |