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Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Shield of Missile Attraction rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.

Greataxe +2 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Longsword +2 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Mace +2 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Dragon Slayer Rapier rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

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 Against the Giants Show
Notes:

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.

Whip +2 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Staff of Swarming Insects rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).

Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

Shortsword +2 rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Cape of Cold Resistance rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Arrow Catching Shield rare DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Periapt of Proof Against Poison rare Trade Log Show
Yklwa of Warning uncommon Trade Log Show
Cloak of Elvenkind uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Longsword of Vengeance uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants 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.

Longbow +1 uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

You have a +1 bonus to attack and damage rolls made with this weapon.

Ammunition: You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield.

If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.

Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal Chapter 4 White Plume Mountain Show
Notes:

Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Boots of Elvenkind uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants 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.

Pipes of the Sewers uncommon DDHC-TYP Tales from the Yawning Portal Against the Giants Show
Notes:

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.

Winged Boots uncommon Trade Log Show

Unlocked Magic Items