Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Boots of Elvenkind
uncommon
CCC-SFBAY-04-03 The Ashen Scar
Show
Notes:
Wondrous Item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Longbow Ild Rune
uncommon
Trade Log
Show
Notes:
The Longbow is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Manual of Quikness of Action
very_rare
CCC-BMG-37 HULB3-1 - Weakness of Rock
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.
Cloak of Arachnida
very_rare
Trade Log
Show
Notes:
Requires Attunement
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
• You have Resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
+3 Wand of the War Mage
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
*Wand, very rare (requires attunement by a spellcaster). *
While holding this wand you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. This item is found in the Dungeon Master’s Guide. This thick wand is made of polished steel with a weapon-like pommel, and can be wielded in combat like a mace.
+2 Half Plate
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
*Armor (half plate), very rare *
You have a +2 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in the Dwarven language.
Wand of Polymorph
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
*Wand, very rare (requires attunement by a spellcaster) *
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. This item is found in the Dungeon Master’s Guide. This wand is made of what appears to be the skeletal finger of some unusually-large humanoid. When wielded, it occasionally flexes and twitches. This wand has seven charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC15) from it.
Glamoured Studded Leather Armor
rare
Trade Log
Show
Notes:
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 last until you use this property again or remove the armor.
Defender Sword (Rapier)
legendary
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Weapon (rapier), 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.
Sword of Vengance
uncommon
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
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.
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 co 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 Shooting Stars
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
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.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 Charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Rod of Alertness
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
*Rod, very rare (requires attunement)
*
This rod has a flanged head and the following Properties.
Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.
Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.
Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.
The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
Staff of striking
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to Attack and Damage Rolls made with it.
The staff has 10 Charges. When you hit with a melee Attack using it, you can expend up to 3 of its Charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical Quarterstaff.
Ioun Stone (Absorption)
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Wondrous Item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Absorption. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Robe of Scintillating Colors
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Wondrous item, very rare (requires attunement)
This robe has 3 Charges, and it regains 1d3 expended Charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on Attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become Stunned until the Effect ends.
Crystal Ball
very_rare
DDHC-TYP Tales from the Yawning Portal
Show
Notes:
Wondrous item, very rare (requires attunement)
The typical Crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.
Firgurine of Wonderous Power (Serpentine Owl)
rare
Trade Log
Show
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Boots of Elvenkind | uncommon | CCC-SFBAY-04-03 The Ashen Scar | Show | |||
Notes:
Wondrous Item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. |
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Longbow Ild Rune | uncommon | Trade Log | Show | |||
Notes:
The Longbow is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. |
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Manual of Quikness of Action | very_rare | CCC-BMG-37 HULB3-1 - Weakness of Rock | 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. |
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Cloak of Arachnida | very_rare | Trade Log | Show | |||
Notes:
Requires Attunement This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: • You have Resistance to poison damage. • You have a climbing speed equal to your walking speed. • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. • You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. |
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+3 Wand of the War Mage | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
*Wand, very rare (requires attunement by a spellcaster). * While holding this wand you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. This item is found in the Dungeon Master’s Guide. This thick wand is made of polished steel with a weapon-like pommel, and can be wielded in combat like a mace. |
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+2 Half Plate | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
*Armor (half plate), very rare * You have a +2 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in the Dwarven language. |
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Wand of Polymorph | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
*Wand, very rare (requires attunement by a spellcaster) * 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. This item is found in the Dungeon Master’s Guide. This wand is made of what appears to be the skeletal finger of some unusually-large humanoid. When wielded, it occasionally flexes and twitches. This wand has seven charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC15) from it. |
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Glamoured Studded Leather Armor | rare | Trade Log | Show | |||
Notes:
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 last until you use this property again or remove the armor. |
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Defender Sword (Rapier) | legendary | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Weapon (rapier), 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. |
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Sword of Vengance | uncommon | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
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. |
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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 co 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. |
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Ring of Shooting Stars | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
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. Spheres Lightning Damage |
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Rod of Alertness | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
*Rod, very rare (requires attunement) Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative. Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light. The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. |
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Staff of striking | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Staff, very rare (requires attunement) This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to Attack and Damage Rolls made with it. The staff has 10 Charges. When you hit with a melee Attack using it, you can expend up to 3 of its Charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical Quarterstaff. |
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Ioun Stone (Absorption) | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Absorption. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. |
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Robe of Scintillating Colors | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Wondrous item, very rare (requires attunement) This robe has 3 Charges, and it regains 1d3 expended Charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on Attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become Stunned until the Effect ends. |
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Crystal Ball | very_rare | DDHC-TYP Tales from the Yawning Portal | Show | |||
Notes:
Wondrous item, very rare (requires attunement) The typical Crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it. |
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Firgurine of Wonderous Power (Serpentine Owl) | rare | Trade Log | Show |