Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Figurine of Wonderous Power : Ivory Goats
rare
WBW-DC-DGE-01 An Underdodge Story
Show
Notes:
Wondrous item, (rarity varies by figurine)
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. See the Monster Manuel for the creature's statistics.
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. This item is found in the Dungeon Master’s Guide.
Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows
· The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
· The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
· The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
Your team's display of skills has earned you the favor of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated.
Elven Blade of the Third Age ( Longsword +2 )
rare
Trade Log
Show
Notes:
This curved, single-bladed, hand-and-a-half elven blade is made with a rare alloy containing both mithril and steel. Forged during the third age by the elves of Illefarn, this blade was a favoured weapon for elven Warblades and Bladesingers who long battled their ancient foes, the orcs. Due to the mithril found in the blade, the longsword weighs half as much as a regular longsword. In addition, the blade glows with a cold blue light when Orcs and Goblins are within 300 feet of it.
Elemental Essence Shard Air ( Language : Auran )
rare
SJ-DC-IGC-ECP-04 Cyclone
Show
Notes:
The Elemental Essence Shard of Air takes the form of a striking pendant, featuring a stylized bolt of living lightning captured within its intricate design. The electrifying essence weaves through the pendant in a dance of brilliant azure and sizzling white, evoking the untamed energy of the elemental plane. Remarkably, this captivating emblem of lightning doesn't inflict harm upon the wearer; instead, it crackles with a harmless, mesmerizing energy. When worn, the pendant emanates a subtle electric charge, offering a sense of invigorating vitality. The bearer can speak and understand the Auran dialect of Primordial.
Dwarven Plate
very_rare
Trade Log
Show
Notes:
Heavy armor, very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Cloak of Many Fashions ( Guardian Minor Property )
common
WBW-DC-PHP-PHAN-01 If the Shoe Fits
Show
Notes:
Cloak of Many Fashions w/ Guardian: While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Having been pursued by royal guards and hags, the cloak has the Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated
Chain Mail +1
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Bulaga Wizard Hat ( Hat of Vermin )
common
CCC-GSP02-01 Minauros Unchained
Show
Notes:
Wondrous item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
The hat looks like a pointy wizard hat with three swirly color design (red, blue, and yellow). Each beast represents a shard a wizard’s soul trapped in the hat. When the bat is summoned, it always leaves a trail of red glitter. The frog’s skin is shiny yellow, and the rat has dark blue eyes and teeth.
Blessing of Protection
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Black Root of Clathrus Archeri ( Staff of Defense with the Wicked Property )
rare
SJ-DC-Pandora-JWEI-03A
Show
Notes:
Staff, rare (requires attunement)
Flavor:
This staff’s shaft is blacked and rotted with several fungi grown around it ending with a red colored clathrus archeri at its tip.
When its user casts a mage armor with this staff, a translucent reddish purple colored arcane armor wraps their body with mycelial threads woven around the waist. If a shield is casted with this staff, it takes the form of a mushroom’s red cap.
Whenever the wearer of this armor is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act.
Blackrazor
legendary
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Belt of Fire Giant Strength
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare (requires attunement)
This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on her face.
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Bag of Holding
uncommon
S13 Free Item
Show
Amdraig ( Steel )
very_rare
BMG-MOON-MD-09 - The Prince's Fairy Godmother
Show
Notes:
Weapon (Longsword), Very Rare (Requires Attunement by a Good-Aligned Creature)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight. AMDRAIG Amdraig was a druid from Grampalt Mountains and one of the Nine Blades of the First High King, Cymrych Hugh. When she was alive, she always does her best to prepare for any situation that may occur during battle and make sure that she’s ready to support her allies. Amdraig was obsessed in learning the secret of wild shaping into a dragon. She was tricked by Urphania and was forced to fight an ancient red dragon by herself. Setup to lose and before she died, Amdraig transferred her spirit to the nearest object she could find, a longsword.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Figurine of Wonderous Power : Ivory Goats | rare | WBW-DC-DGE-01 An Underdodge Story | Show | |||
Notes:
Wondrous item, (rarity varies by figurine) 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. See the Monster Manuel for the creature's statistics. 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. This item is found in the Dungeon Master’s Guide. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows · The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. · The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. · The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. Your team's display of skills has earned you the favor of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated. |
||||||
Elven Blade of the Third Age ( Longsword +2 ) | rare | Trade Log | Show | |||
Notes:
This curved, single-bladed, hand-and-a-half elven blade is made with a rare alloy containing both mithril and steel. Forged during the third age by the elves of Illefarn, this blade was a favoured weapon for elven Warblades and Bladesingers who long battled their ancient foes, the orcs. Due to the mithril found in the blade, the longsword weighs half as much as a regular longsword. In addition, the blade glows with a cold blue light when Orcs and Goblins are within 300 feet of it. |
||||||
Elemental Essence Shard Air ( Language : Auran ) | rare | SJ-DC-IGC-ECP-04 Cyclone | Show | |||
Notes:
The Elemental Essence Shard of Air takes the form of a striking pendant, featuring a stylized bolt of living lightning captured within its intricate design. The electrifying essence weaves through the pendant in a dance of brilliant azure and sizzling white, evoking the untamed energy of the elemental plane. Remarkably, this captivating emblem of lightning doesn't inflict harm upon the wearer; instead, it crackles with a harmless, mesmerizing energy. When worn, the pendant emanates a subtle electric charge, offering a sense of invigorating vitality. The bearer can speak and understand the Auran dialect of Primordial. |
||||||
Dwarven Plate | very_rare | Trade Log | Show | |||
Notes:
Heavy armor, very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
||||||
Cloak of Many Fashions ( Guardian Minor Property ) | common | WBW-DC-PHP-PHAN-01 If the Shoe Fits | Show | |||
Notes:
Cloak of Many Fashions w/ Guardian: While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. Having been pursued by royal guards and hags, the cloak has the Guardian minor property. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated |
||||||
Chain Mail +1 | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Bulaga Wizard Hat ( Hat of Vermin ) | common | CCC-GSP02-01 Minauros Unchained | Show | |||
Notes:
Wondrous item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. The hat looks like a pointy wizard hat with three swirly color design (red, blue, and yellow). Each beast represents a shard a wizard’s soul trapped in the hat. When the bat is summoned, it always leaves a trail of red glitter. The frog’s skin is shiny yellow, and the rat has dark blue eyes and teeth. |
||||||
Blessing of Protection | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Black Root of Clathrus Archeri ( Staff of Defense with the Wicked Property ) | rare | SJ-DC-Pandora-JWEI-03A | Show | |||
Notes:
Staff, rare (requires attunement) When its user casts a mage armor with this staff, a translucent reddish purple colored arcane armor wraps their body with mycelial threads woven around the waist. If a shield is casted with this staff, it takes the form of a mushroom’s red cap. Whenever the wearer of this armor is presented with an opportunity to do evil, they hear the soft whisper of a lady in an unknown language which numbs their moral, drives them a little mad, and soothes their empathy, thereby increasing their urges to commit the act. |
||||||
Blackrazor | legendary | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Belt of Fire Giant Strength | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on her face. |
||||||
Bag of Holding | uncommon | S13 Free Item | Show | |||
Amdraig ( Steel ) | very_rare | BMG-MOON-MD-09 - The Prince's Fairy Godmother | Show | |||
Notes:
Weapon (Longsword), Very Rare (Requires Attunement by a Good-Aligned Creature) You have a +2 bonus to attack and damage rolls made with this magic weapon. Revivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn. Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight. AMDRAIG Amdraig was a druid from Grampalt Mountains and one of the Nine Blades of the First High King, Cymrych Hugh. When she was alive, she always does her best to prepare for any situation that may occur during battle and make sure that she’s ready to support her allies. Amdraig was obsessed in learning the secret of wild shaping into a dragon. She was tricked by Urphania and was forced to fight an ancient red dragon by herself. Setup to lose and before she died, Amdraig transferred her spirit to the nearest object she could find, a longsword. |