Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Gauntlets of Ogre Power
uncommon
Trade Log
Show
Goggles of Night
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Stone of Good Luck
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Pipe of Rememberance ( Temperate )
common
SJ-DC-IGC-ECP-03 Conflagration
Show
Notes:
This pipe is covered with Ignan symbols for fire and the bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
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.
Bag of Holding
uncommon
S13 Free Item
Show
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
Blessing of Protection
uncommon
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Masquerade Tattoo
common
WBW-DC-DGE-01 An Underdodge Story
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This item is found in Tasha’s Cauldron of Everything.
During the tournament in Underdodge, you received a tattoo from an eccentric halfling named Tattoo. He is known for his quick work, thanks to unique artificer infusions on his tattoo pens. Tattoo completed his expert design in only a minute; reattuning to this tattoo later similarly requires just one minute.
Rebels Yell
uncommon
Trade Log
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon has the War Leader minor property, which allows you to use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn
Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Shield of Expression
common
BMG-MOON-MD-09 - The Prince's Fairy Godmother
Show
Notes:
Armor (Shield), common
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Rope of Mending ( Strange Material : Lightning )
common
SJ-DC-IGC-ECP-04 Cyclone
Show
Notes:
This “rope” consists of 50 feet of lightning that functions as a standard rope despite its “shocking” appearance.
Plate Armor of Vulnerability ( Slashing )
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
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.
Mace of Smiting
rare
DDAL07-06 Fester and Burn
Show
Notes:
Weapon (mace), rare
You gain a +1 bonus to attack and damage Rolls
made with this magic weapon. The bonus increases
to +3 when you use the mace 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 an extra 14 bludgeoning damage if it's a
construct. If a construct has 25 hit points or fewer
after taking this damage, it is destroyed.
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.
This item can be found in the Dungeon Master’s
Guide.
Rope of Entanglement
rare
DDAL07-07 Rotting Roots
Show
Notes:
Wondrous Item, rare
This rope is 30 feet long and weighs 3 pounds. If you
hold one end of the rope and use an action to speak
its command word, the other end darts forward to
entangle a creature you can see within 20 feet of
you. The target must succeed on a DC 15 Dexterity
saving throw or become restrained.
You can release the creature by using a bonus
action to speak a second command word. A target
restrained by the rope can use an action to make a
DC 15 Strength or Dexterity check (target's choice).
On a success, the creature is no longer restrained by
the rope. The rope has AC 20 and 20 hit points. It
regains 1 hit point every 5 minutes as long as it has
at least 1 hit point. If the rope drops to 0 hit points, it
is destroyed.
This rope is fashioned from a 30-foot length of
wilted, thorny vine. Upon entangling a creature that
isn’t undead or a construct, the thorns dig into its
target’s flesh and appear to feed—the vine grows
green, its leaves become full and vibrant, and
colorful, aromatic flowers blossom along its length.
This item can be found in the Dungeon Master’s
Guide
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.
Chain Mail +1
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Ring of Protection
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Ring of Spell Storing
rare
DDHC-TYP Tales from the Yawning Portal White Plume Mountain
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Gauntlets of Ogre Power | uncommon | Trade Log | Show | |||
Goggles of Night | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Stone of Good Luck | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Pipe of Rememberance ( Temperate ) | common | SJ-DC-IGC-ECP-03 Conflagration | Show | |||
Notes:
This pipe is covered with Ignan symbols for fire and the bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
||||||
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. |
||||||
Bag of Holding | uncommon | S13 Free Item | Show | |||
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 |
||||||
Blessing of Protection | uncommon | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Masquerade Tattoo | common | WBW-DC-DGE-01 An Underdodge Story | Show | |||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This item is found in Tasha’s Cauldron of Everything. During the tournament in Underdodge, you received a tattoo from an eccentric halfling named Tattoo. He is known for his quick work, thanks to unique artificer infusions on his tattoo pens. Tattoo completed his expert design in only a minute; reattuning to this tattoo later similarly requires just one minute. |
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Rebels Yell | uncommon | Trade Log | Show | |||
Notes:
Weapon (battleaxe), uncommon Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
||||||
Shield of Expression | common | BMG-MOON-MD-09 - The Prince's Fairy Godmother | Show | |||
Notes:
Armor (Shield), common The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
||||||
Rope of Mending ( Strange Material : Lightning ) | common | SJ-DC-IGC-ECP-04 Cyclone | Show | |||
Notes:
This “rope” consists of 50 feet of lightning that functions as a standard rope despite its “shocking” appearance. |
||||||
Plate Armor of Vulnerability ( Slashing ) | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
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. |
||||||
Mace of Smiting | rare | DDAL07-06 Fester and Burn | Show | |||
Notes:
Weapon (mace), rare |
||||||
Rope of Entanglement | rare | DDAL07-07 Rotting Roots | Show | |||
Notes:
Wondrous Item, rare |
||||||
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. |
||||||
Chain Mail +1 | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Ring of Protection | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show | |||
Ring of Spell Storing | rare | DDHC-TYP Tales from the Yawning Portal White Plume Mountain | Show |