Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Periapt of wound closure
uncommon
DDHC-DD-07 Before the Storm
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Mariner's Armor (Plate)
uncommon
DDHC-DD-07 Before the Storm
Show
Notes:
Armor (plate), uncommon
While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn.
Trident of Fish Command
uncommon
DDHC-DD-07 Before the Storm
Show
Notes:
Weapon (Trident), Uncommon (Requires Attunement)
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Stone of Good Luck (Luckstone)
uncommon
DDHC-DD-07 Before the Storm
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Evasion
rare
DDHC-DD-07 Before the Storm
Show
Notes:
Ring, Rare (Requires Attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.
Boots Striding and Springing
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Necklace of Prayer Beads
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 (6) magic beads made from aquamarine, black pearl, or topaz. It also has many non-magical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
Bead types
Roll | Name | Spell
1-6 | Blessing | Bless
7-12 | Curing | Cure Wounds (2nd level) or Lesser Restoration
13-16 | Favor | Greater Restoration
17-18 | Smiting | Branding Smite
19 | Summons | Planar Ally
20 | Wind walking | Wind Walk
Beads in this Prayer Beads (rolls: 2, 2, 8, 10, 16, 17)
2 x Bless
2 x Cure
1 x Favor
1 x Smiting
Cinderella's Wedding Corset (Glamoured Studded Leather)
rare
WBW-DC-CONMAR-15 Salvaging the Story
Show
Notes:
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
This armor natural state is a white corset decorated with lace and rhinestones.
Armor of resistance (scale mail, acid)
rare
DDHC-DD-07 Before the Storm
Show
Notes:
Armor (Scale Mail), Rare (Requires Attunement)
You have Resistance to Acid while you wear this armor.
Ring of X-ray Vision
rare
DDAL-DRW-10 Unsafe Harborage
Show
Notes:
Ring, rare (requires attunement)
This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.”
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
Necklace of Fireballs
rare
CCC-MALTH-003 Fire's Demise
Show
Notes:
Wondrous Item, rare
This necklace has 1d6 + 3 (6) beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15).
You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).
Staff of the Woodlands
rare
CCC-GARY-09 The Witch Maiden
Show
Notes:
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
• animal friendship (1 charge)
• awaken (5 charges)
• barkskin (2 charges)
• locate animals or plants (2 charges)
• speak with animals (1 charge)
• speak with plants (3 charges)
• wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Gem of Seeing
rare
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, rare (requires attunement)
While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise).
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Belt of Hill Giant Strength
rare
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.
Mace of Smiting
rare
DDAL07-06 Fester and Burn
Show
Notes:
Weapon (mace), rare
The once fine haft of this club has long since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
Amulet of Health
rare
DDAL-DRW-09 Vile Bounty
Show
Notes:
Wondrous Item, rare (requires attunement)
This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
Armor of Vulnerability (Slashing)
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing (Slashing). The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Wand of Binding (Rabbit Wand)
rare
FR-DC-TKM-WW What's Within
Show
Notes:
Wand (arcane focus), rare (requires attunement by a spellcaster)
The wand is flavored as a wand with a bunny motif on one of its tips. Pink bubbles appear whenever you cast a spell using this wand.
This wand has 7 charges for the following properties. It 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.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
In addition, the wand has the Guardian minor property. When worn, the item gently vibrates, granting a +2 bonus to Initiative if the bearer isn’t incapacitated.
Ring of Protection
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
rare
TYP Ch.4 White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
When found this ring contained 2 x Mirror Image castings
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Periapt of wound closure | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. |
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| Mariner's Armor (Plate) | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Armor (plate), uncommon |
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| Trident of Fish Command | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Weapon (Trident), Uncommon (Requires Attunement) |
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| Stone of Good Luck (Luckstone) | uncommon | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Ring of Evasion | rare | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Ring, Rare (Requires Attunement) |
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| Boots Striding and Springing | rare | TYP Ch.4 White Plume Mountain | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Necklace of Prayer Beads | rare | TYP Ch.4 White Plume Mountain | Show | |||
|
Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin) Bead types Beads in this Prayer Beads (rolls: 2, 2, 8, 10, 16, 17) |
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| Cinderella's Wedding Corset (Glamoured Studded Leather) | rare | WBW-DC-CONMAR-15 Salvaging the Story | Show | |||
|
Notes:
Armor (studded leather), rare This armor natural state is a white corset decorated with lace and rhinestones. |
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| Armor of resistance (scale mail, acid) | rare | DDHC-DD-07 Before the Storm | Show | |||
|
Notes:
Armor (Scale Mail), Rare (Requires Attunement) |
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| Ring of X-ray Vision | rare | DDAL-DRW-10 Unsafe Harborage | Show | |||
|
Notes:
Ring, rare (requires attunement) |
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| Necklace of Fireballs | rare | CCC-MALTH-003 Fire's Demise | Show | |||
|
Notes:
Wondrous Item, rare You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6). |
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| Staff of the Woodlands | rare | CCC-GARY-09 The Witch Maiden | Show | |||
|
Notes:
Staff, rare (requires attunement by a Druid) The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells • animal friendship (1 charge) Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |
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| Gem of Seeing | rare | Service Reward: Reward as Player | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) The gem regains 1d3 expended charges daily at dawn. |
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| Belt of Hill Giant Strength | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) |
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| Mace of Smiting | rare | DDAL07-06 Fester and Burn | Show | |||
|
Notes:
Weapon (mace), rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed. |
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| Amulet of Health | rare | DDAL-DRW-09 Vile Bounty | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) |
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| Armor of Vulnerability (Slashing) | rare | TYP Ch.4 White Plume Mountain | Show | |||
|
Notes:
Armor (plate), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
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| Wand of Binding (Rabbit Wand) | rare | FR-DC-TKM-WW What's Within | Show | |||
|
Notes:
Wand (arcane focus), rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. In addition, the wand has the Guardian minor property. When worn, the item gently vibrates, granting a +2 bonus to Initiative if the bearer isn’t incapacitated. |
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| Ring of Protection | rare | TYP Ch.4 White Plume Mountain | Show | |||
|
Notes:
Ring, rare (requires attunement) |
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| Ring of Spell Storing | rare | TYP Ch.4 White Plume Mountain | Show | |||
|
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. When found this ring contained 2 x Mirror Image castings |
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