Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Brooch of shielding
uncommon
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Breastplate +1
rare
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Armor (breastplate), rare
You have a +1 bonus to AC while wearing this armor.
Charm of Plant Command
common
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Wondrous Item, rare (requires attunement)
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Helm of Underwater Action
uncommon
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Ring of Free Action
rare
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Immovable rod
uncommon
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Rod, uncommon
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.
Folding boat
rare
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Bag of holding
uncommon
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
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 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.
Last Light of Northkeep (Candle of the Deep)
common
CCC-BWM-02 The City in the Depths
Show
Notes:
Wondrous Item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Manual of Quickness of Action
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Vicious Sling
uncommon
Trade Log
Show
Notes:
Weapon (sling), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
Cli Lyre
rare
DDHC-GoSM The Styes
Show
Notes:
Wondrous Item, rare (requires attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Brooch of shielding | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
Breastplate +1 | rare | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Armor (breastplate), rare |
||||||
Charm of Plant Command | common | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, rare (requires attunement) This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. |
||||||
Helm of Underwater Action | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
Ring of Free Action | rare | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Ring, rare (requires attunement) |
||||||
Immovable rod | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Rod, uncommon |
||||||
Folding boat | rare | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, rare One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
||||||
Bag of holding | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, uncommon 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 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. |
||||||
Last Light of Northkeep (Candle of the Deep) | common | CCC-BWM-02 The City in the Depths | Show | |||
Notes:
Wondrous Item, common |
||||||
Manual of Quickness of Action | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare |
||||||
Vicious Sling | uncommon | Trade Log | Show | |||
Notes:
Weapon (sling), rare |
||||||
Cli Lyre | rare | DDHC-GoSM The Styes | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a Bard) You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. |