Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
+1 Shield
uncommon
DDHC-TYP Tales from the Yawning Portal
Show
Dwarven Plate
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Ring of Invisibility
legendary
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Ring of Invisibility
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Javelin of Lightning
uncommon
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Hell Hound Cloak
common
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Hell Hound Cloak
Wondrous item, rare (requires attunement)
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a hell hound, 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 cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Sword of Vengeance
common
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Sword of Vengeance
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Longbow +1
common
DDHC-TYP Tales from the Yawning Portal
Show
Shield of Missile Attraction
common
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Shield of Missile Attraction
Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Cape of Cold Resistance
rare
DDHC-TYP Tales from the Yawning Portal
Show
Dragon Slayer (Longsword)
rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Dragon Slayer
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.
Brazier of Commanding Fire Elementals
rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Half Plate +2
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Tome of Clear Thought
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Hand Crossbow +1
uncommon
DDHC-TYP Tales from the Yawning Portal
Show
Shortsword +2
rare
DDHC-TYP Tales from the Yawning Portal
Show
Mace +2
rare
DDHC-TYP Tales from the Yawning Portal
Show
Cloak of Elvenkind
uncommon
DDHC-TYP Tales from the Yawning Portal
Show
Boots of Elvenkind
uncommon
DDHC-TYP Tales from the Yawning Portal
Show
Ring of Shooting Stars
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Pipes of the Sewers
uncommon
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Pipes of the Sewers
Wondrous item, uncommon (requires attunement)
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
Name | Rarity | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|
+1 Shield | uncommon | DDHC-TYP Tales from the Yawning Portal | Show | |||
Dwarven Plate | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Ring of Invisibility | legendary | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Ring of Invisibility |
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Javelin of Lightning | uncommon | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Javelin of Lightning The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. |
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Hell Hound Cloak | common | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Hell Hound Cloak Curse. This cloak is cursed with the essence of a hell hound, 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 cloak, keeping it within reach at all times. |
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Sword of Vengeance | common | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Sword of Vengeance Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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Longbow +1 | common | DDHC-TYP Tales from the Yawning Portal | Show | |||
Shield of Missile Attraction | common | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Shield of Missile Attraction Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. |
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Cape of Cold Resistance | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Dragon Slayer (Longsword) | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Dragon Slayer When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. |
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Brazier of Commanding Fire Elementals | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Brazier of Commanding Fire Elementals The brazier weighs 5 pounds. |
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Half Plate +2 | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Tome of Clear Thought | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Tome of Clear Thought |
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Hand Crossbow +1 | uncommon | DDHC-TYP Tales from the Yawning Portal | Show | |||
Shortsword +2 | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Mace +2 | rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Cloak of Elvenkind | uncommon | DDHC-TYP Tales from the Yawning Portal | Show | |||
Boots of Elvenkind | uncommon | DDHC-TYP Tales from the Yawning Portal | Show | |||
Ring of Shooting Stars | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Ring of Shooting Stars Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. |
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Pipes of the Sewers | uncommon | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Pipes of the Sewers The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. |