Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Staff of Power very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Staff, very rare (requires Attunement by a Sorcerer, Warlock, or wizard)

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 gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.

The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and Damage Rolls but loses all other Properties. On a 20, the staff regains 1d8 + 2 Charges.

Power Strike. When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.

You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 × the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Damage
10 ft. away or closer 8 x the number of Charges in the staff
11 to 20 ft. away 6 x the number of Charges in the staff
21 to 30 ft. away 4 x the number of Charges in the staff

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Attributes
Staff Of Power
weapon (staff)
Category: Items
Damage: 1d6
Damage Type: Bludgeoning
Item Rarity: very rare
Modifiers: Melee Attacks +2, Melee Damage +2, AC +2, Saving Throws +2, Spell Attack +2
Properties: Versatile
Requires Attunement: requires attunement by a sorcerer, warlock, or wizard

Wand of Wonder rare DDAL00-03 Those That Came Before Show
Notes:

Wand, rare (requires Attunement by a spellcaster)

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the Effect causes you to Cast a Spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.

If an Effect covers an area, you must center the spell on and include the target. If an Effect has multiple possible subjects, the DM randomly determines which ones are affected.

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 dust and is destroyed.

d100 Effect
01-05 You cast slow.
06-10 You cast Faerie Fire.
11-15 You are Stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast Gust of Wind.
21-25 You cast Detect Thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast Stinking Cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a Rhinoceros appears; on a 26-50, an Elephant appears; and on a 51-100, a rat appears.
37-46 You cast Lightning Bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58 You cast Darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 An object of the DM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast Fireball.
80-84 You cast Invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of all the gems is divided equally among all Creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly Petrified. On any other failed save, the target is Restrained and begins to turn to stone. While Restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or Ending the Effect on a success. The petrification lasts until the target is freed by the Greater Restoration spell or similar magic.

Cape of the Mountebank rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Wondrous item, rare

This cape smells faintly of Brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can’t be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

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Attributes
Cape Of The Mountebank
wondrous item
Category: Items
Item Rarity: rare

Ring of psychic resistance rare DDHC-TYP Tales from the Yawning Portal Show
Carpet of Flying very_rare CCC-GOC-0103 Winds of Rot Show
Notes:

Wondrous Item, very rare

You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it.

The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.

Size: 5 ft. x 7 ft. Capacity: 600 lb Flying Speed: 40 feet

Wand of the War Mage +2 rare CCC-ROZK01-1 - Binder's Torment Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.

While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

bag of holding uncommon Trade Log Show
Amulet of Health rare DDAL08-10 The Skull Square Murders Show
Notes:

Wondrous Item, Major, Rare (Requires Attunement)
Table G, Tier 2-4, 20 TCP
Weight: 1 lbs.

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.

An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Spear of Backbiting very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Weapon (spear), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.

Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Ring of Protection rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Ring of Fire Resistance rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring.

Ring of Feather Falling rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Defender(Short Sword) legendary DDHC-TYP Tales from the Yawning Portal Show
Notes:

Weapon (Short Sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Berserker Axe(Great Axe) rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Weapon (Great axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Bag of Holding uncommon DDHC-TYP Tales from the Yawning Portal 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 Heward's 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.

Tome of Wisdom rare DDHC-TYP Tales from the Yawning Portal Show
Effreeti Bottle very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Wondrous item, very rare

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of Your Turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the DM rolls to determine what happens.

d100 Effect
01-10 The Efreeti attacks you. After Fighting for 5 rounds, the Efreeti disappears, and the bottle loses its magic.
11-90 The Efreeti serves you for 1 hour, doing as you Command. Then the Efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same Effect occurs. If the bottle is opened a fourth time, the Efreeti escapes and disappears, and the bottle loses its magic.
91-00 The Efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottles loses its magic.
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Attributes
Efreeti Bottle
wondrous item
Category: Items
Item Rarity: very rare

Rod of the Pactkeeper +3 very_rare DDHC-TYP Tales from the Yawning Portal Show
Notes:

Rod, very rare (requires Attunement by a warlock)

While holding this rod, you gain a +3 bonus to spell Attack rolls and to the saving throw DCs of your Warlock Spells.

In addition, you can regain one Warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a Long Rest.

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Attributes
Rod Of The Pact Keeper +3
rod
Category: Items
Item Rarity: very rare
Modifiers: Spell DC +3, Spell Attack +3
Requires Attunement: requires attunement by a warlock

Moon Sickle +1 uncommon Trade Log Show