Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
Breastplate +1
rare
DDHC-GoSM Tammeraut’s Fate
Show
Notes:
Armor (breastplate), rare
You have a +1 bonus to AC while wearing this armor.
Horseshoes of Speed
rare
Service Reward: Rare
Show
Notes:
Wondrous Item, rare
These horseshoes were forged for the Hellriders in the days before The Companion to be used on patrols of the roads around the Fields of the Dead. They alight with harmless, white flame when undead are within 120 feet.
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Sentinel minor magic item property (undead)
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.
Sling +2
rare
Trade Log
Show
Notes:
Weapon (sling), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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.
Scale Mail +1
rare
DDHC-GoSM The Final Enemy
Show
Notes:
Armor (scale mail), rare
*This armor is made of magically strengthened driftwood with coral embellishments *
You have a +1 bonus to AC while wearing this armor.
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.
Cloak of the Manta Ray
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Necklace of Adaptation
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Staff of the Python
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Staff, uncommon (requires attunement by a Cleric, Druid, or Warlock)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake 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 snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Wand of Magic Missiles
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
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.
Immovable Rod
uncommon
CCC-ARCANA-01 The Phantom Pursuit
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
Figurine of Wondrous Power (Silver Raven)
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
Medallion of thoughts
uncommon
DDHC-GoSM The Final Enemy
Show
Notes:
Wondrous Item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn
Necklace of Adaptation
uncommon
CCC-RPSG-01 Ooze There
Show
Notes:
Wondrous Item, uncommon, requires attunement
A rectangular shard of pearlescent shell dangles from this chain of chased links. By speaking the motto of the Company of the Pearl Shell (Dive Deep, Thrive Rich), its wearer can cause the shell to shed bright light in a 10-ft radius and dim light for an additional 10- ft, or extinguish the light.
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
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.
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.
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.
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Manual of Quickness of Action | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare |
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Breastplate +1 | rare | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Armor (breastplate), rare |
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Horseshoes of Speed | rare | Service Reward: Rare | Show | |||
Notes:
Wondrous Item, rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet. |
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Ring of Free Action | rare | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Ring, rare (requires attunement) |
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Sling +2 | rare | Trade Log | Show | |||
Notes:
Weapon (sling), rare |
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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. |
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Scale Mail +1 | rare | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Armor (scale mail), rare |
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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. |
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Cloak of the Manta Ray | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon |
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Necklace of Adaptation | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Staff of the Python | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Staff, uncommon (requires attunement by a Cleric, Druid, or Warlock) On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake 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 snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |
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Wand of Magic Missiles | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wand, uncommon 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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Immovable Rod | uncommon | CCC-ARCANA-01 The Phantom Pursuit | Show | |||
Notes:
Rod, uncommon |
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Figurine of Wondrous Power (Silver Raven) | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. |
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Medallion of thoughts | uncommon | DDHC-GoSM The Final Enemy | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Necklace of Adaptation | uncommon | CCC-RPSG-01 Ooze There | Show | |||
Notes:
Wondrous Item, uncommon, requires attunement |
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Brooch of shielding | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Helm of Underwater Action | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Immovable rod | uncommon | DDHC-GoSM Tammeraut’s Fate | Show | |||
Notes:
Rod, uncommon |
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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. |